/Engine/Source/Runtime/RenderCore/Public/ShaderCodeLibrary.h
Saves a single chunk of the collected shader code (per shader platform). Does not save SCL.CSV info. This code path is only called if we're chunking. FIXME: this function does not write build metadata
true if successful
static bool SaveShaderLibraryChunk ( int32 ChunkId, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPackagesInChunk, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, const [FString](API\Runtime\Core\Containers\FString) & SandboxDestinationPath, const [FString](API\Runtime\Core\Containers\FString) & SandboxMetadataPath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutChunkFilenames, bool & bOutHasData )